This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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// C_NextBot.cpp
// Client-side implementation of Next generation bot system
// Author: Michael Booth, April 2005
// Copyright (c) 2005 Turtle Rock Studios, Inc. - All Rights Reserved
#include "cbase.h"
#include "C_NextBot.h"
#include "debugoverlay_shared.h"
#include <bitbuf.h>
#include "viewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#undef NextBot
ConVar NextBotShadowDist( "nb_shadow_dist", "400" );
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_NextBotCombatCharacter, DT_NextBot, NextBotCombatCharacter )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
C_NextBotCombatCharacter::C_NextBotCombatCharacter()
{
// Left4Dead have surfaces too steep for IK to work properly
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
m_shadowType = SHADOWS_SIMPLE;
m_forcedShadowType = SHADOWS_NONE;
m_bForceShadowType = false;
TheClientNextBots().Register( this );
}
//-----------------------------------------------------------------------------
C_NextBotCombatCharacter::~C_NextBotCombatCharacter()
{
TheClientNextBots().UnRegister( this );
}
//-----------------------------------------------------------------------------
void C_NextBotCombatCharacter::Spawn( void )
{
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
void C_NextBotCombatCharacter::UpdateClientSideAnimation()
{
if (IsDormant())
{
return;
}
BaseClass::UpdateClientSideAnimation();
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotCombatCharacter::UpdateShadowLOD( void )
{
ShadowType_t oldShadowType = m_shadowType;
if ( m_bForceShadowType )
{
m_shadowType = m_forcedShadowType;
}
else
{
#ifdef NEED_SPLITSCREEN_INTEGRATION
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
C_BasePlayer *pl = C_BasePlayer::GetLocalPlayer(hh);
if ( pl )
{
Vector delta = GetAbsOrigin() - C_BasePlayer::GetLocalPlayer(hh)->GetAbsOrigin();
#else
{
if ( C_BasePlayer::GetLocalPlayer() )
{
Vector delta = GetAbsOrigin() - C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();
#endif
if ( delta.IsLengthLessThan( NextBotShadowDist.GetFloat() ) )
{
m_shadowType = SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
}
else
{
m_shadowType = SHADOWS_SIMPLE;
}
}
else
{
m_shadowType = SHADOWS_SIMPLE;
}
}
}
if ( oldShadowType != m_shadowType )
{
DestroyShadow();
}
}
//--------------------------------------------------------------------------------------------------------
ShadowType_t C_NextBotCombatCharacter::ShadowCastType( void )
{
if ( !IsVisible() )
return SHADOWS_NONE;
if ( m_shadowTimer.IsElapsed() )
{
m_shadowTimer.Start( 0.15f );
UpdateShadowLOD();
}
return m_shadowType;
}
//--------------------------------------------------------------------------------------------------------
bool C_NextBotCombatCharacter::GetForcedShadowCastType( ShadowType_t* pForcedShadowType ) const
{
if ( pForcedShadowType )
{
*pForcedShadowType = m_forcedShadowType;
}
return m_bForceShadowType;
}
//--------------------------------------------------------------------------------------------------------
/**
* Singleton accessor.
* By returning a reference, we guarantee construction of the
* instance before its first use.
*/
C_NextBotManager &TheClientNextBots( void )
{
static C_NextBotManager manager;
return manager;
}
//--------------------------------------------------------------------------------------------------------
C_NextBotManager::C_NextBotManager( void )
{
}
//--------------------------------------------------------------------------------------------------------
C_NextBotManager::~C_NextBotManager()
{
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotManager::Register( C_NextBotCombatCharacter *bot )
{
m_botList.AddToTail( bot );
}
//--------------------------------------------------------------------------------------------------------
void C_NextBotManager::UnRegister( C_NextBotCombatCharacter *bot )
{
m_botList.FindAndRemove( bot );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_NextBotManager::SetupInFrustumData( void )
{
#ifdef ENABLE_AFTER_INTEGRATION
// Done already this frame.
if ( IsInFrustumDataValid() )
return true;
// Can we use the view data yet?
if ( !FrustumCache()->IsValid() )
return false;
// Get the number of active bots.
int nBotCount = m_botList.Count();
// Reset.
for ( int iBot = 0; iBot < nBotCount; ++iBot )
{
// Get the current bot.
C_NextBotCombatCharacter *pBot = m_botList[iBot];
if ( !pBot )
continue;
pBot->InitFrustumData();
}
FOR_EACH_VALID_SPLITSCREEN_PLAYER( iSlot )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( iSlot );
// Get the active local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
continue;
for ( int iBot = 0; iBot < nBotCount; ++iBot )
{
// Get the current bot.
C_NextBotCombatCharacter *pBot = m_botList[iBot];
if ( !pBot )
continue;
// Are we in the view frustum?
Vector vecMin, vecMax;
pBot->CollisionProp()->WorldSpaceAABB( &vecMin, &vecMax );
bool bInFrustum = !FrustumCache()->m_Frustums[iSlot].CullBox( vecMin, vecMax );
if ( bInFrustum )
{
Vector vecSegment;
VectorSubtract( pBot->GetAbsOrigin(), pPlayer->GetAbsOrigin(), vecSegment );
float flDistance = vecSegment.LengthSqr();
if ( flDistance < pBot->GetInFrustumDistanceSqr() )
{
pBot->SetInFrustumDistanceSqr( flDistance );
}
pBot->SetInFrustum( true );
}
}
}
// Mark as setup this frame.
m_nInFrustumFrame = gpGlobals->framecount;
#endif
return true;
}
//--------------------------------------------------------------------------------------------------------

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// C_NextBot.h
// Next generation bot system
// Author: Michael Booth, April 2005
// Copyright (c) 2005 Turtle Rock Studios, Inc. - All Rights Reserved
#ifndef _C_NEXT_BOT_H_
#define _C_NEXT_BOT_H_
#include "c_ai_basenpc.h"
//----------------------------------------------------------------------------------------------------------------
/**
* The interface holding IBody information
*/
class IBodyClient
{
public:
enum ActivityType
{
MOTION_CONTROLLED_XY = 0x0001, // XY position and orientation of the bot is driven by the animation.
MOTION_CONTROLLED_Z = 0x0002, // Z position of the bot is driven by the animation.
ACTIVITY_UNINTERRUPTIBLE= 0x0004, // activity can't be changed until animation finishes
ACTIVITY_TRANSITORY = 0x0008, // a short animation that takes over from the underlying animation momentarily, resuming it upon completion
ENTINDEX_PLAYBACK_RATE = 0x0010, // played back at different rates based on entindex
};
};
//--------------------------------------------------------------------------------------------------------
/**
* The client-side implementation of the NextBot
*/
class C_NextBotCombatCharacter : public C_BaseCombatCharacter
{
public:
DECLARE_CLASS( C_NextBotCombatCharacter, C_BaseCombatCharacter );
DECLARE_CLIENTCLASS();
C_NextBotCombatCharacter();
virtual ~C_NextBotCombatCharacter();
public:
virtual void Spawn( void );
virtual void UpdateClientSideAnimation( void );
virtual ShadowType_t ShadowCastType( void );
virtual bool IsNextBot() { return true; }
void ForceShadowCastType( bool bForce, ShadowType_t forcedShadowType = SHADOWS_NONE ) { m_bForceShadowType = bForce; m_forcedShadowType = forcedShadowType; }
bool GetForcedShadowCastType( ShadowType_t* pForcedShadowType ) const;
// Local In View Data.
void InitFrustumData( void ) { m_bInFrustum = false; m_flFrustumDistanceSqr = FLT_MAX; m_nInFrustumFrame = gpGlobals->framecount; }
bool IsInFrustumValid( void ) { return ( m_nInFrustumFrame == gpGlobals->framecount ); }
void SetInFrustum( bool bInFrustum ) { m_bInFrustum = bInFrustum; }
bool IsInFrustum( void ) { return m_bInFrustum; }
void SetInFrustumDistanceSqr( float flDistance ) { m_flFrustumDistanceSqr = flDistance; }
float GetInFrustumDistanceSqr( void ) { return m_flFrustumDistanceSqr; }
private:
ShadowType_t m_shadowType; // Are we LOD'd to simple shadows?
CountdownTimer m_shadowTimer; // Timer to throttle checks for shadow LOD
ShadowType_t m_forcedShadowType;
bool m_bForceShadowType;
void UpdateShadowLOD( void );
// Local In View Data.
int m_nInFrustumFrame;
bool m_bInFrustum;
float m_flFrustumDistanceSqr;
private:
C_NextBotCombatCharacter( const C_NextBotCombatCharacter & ); // not defined, not accessible
};
//--------------------------------------------------------------------------------------------------------
/**
* The C_NextBotManager manager
*/
class C_NextBotManager
{
public:
C_NextBotManager( void );
~C_NextBotManager();
/**
* Execute functor for each NextBot in the system.
* If a functor returns false, stop iteration early
* and return false.
*/
template < typename Functor >
bool ForEachCombatCharacter( Functor &func )
{
for( int i=0; i < m_botList.Count(); ++i )
{
C_NextBotCombatCharacter *character = m_botList[i];
if ( character->IsPlayer() )
{
continue;
}
if ( character->IsDormant() )
{
continue;
}
if ( !func( character ) )
{
return false;
}
}
return true;
}
int GetActiveCount() { return m_botList.Count(); }
bool SetupInFrustumData( void );
bool IsInFrustumDataValid( void ) { return ( m_nInFrustumFrame == gpGlobals->framecount ); }
private:
friend class C_NextBotCombatCharacter;
void Register( C_NextBotCombatCharacter *bot );
void UnRegister( C_NextBotCombatCharacter *bot );
CUtlVector< C_NextBotCombatCharacter * > m_botList; ///< list of all active NextBots
int m_nInFrustumFrame;
};
// singleton accessor
extern C_NextBotManager &TheClientNextBots( void );
#endif // _C_NEXT_BOT_H_